Thứ Hai, 27 tháng 8, 2018

Waching daily Aug 27 2018

Hey everybody! Welcome to our very first video developer update. My name is Tank.

I'm the writer and project lead here at Manifest Destiny.

We're going to dive into some of the progress that's been made in terms of development of the game.

Special thanks to our Lead Developer and project lead, Obsession here.

We had a few workflow optimization issues with the code which resulted in us we're writing the majority of it. Keeping it simple and organized.

These kinds of projects require a highly organized and optimized

workflow which we are adapting to daily. Of course everything you see in this devlog is by no means final.

So we're gonna start out with the items. All the items in Manifest Destiny have different attributes that can influence the

gameplay our system has been configured to allow us to moderately design

Manifest Destiny's weapons. We're able to edit a weapon's fire rate, name

description, damage so on and so forth. This kind of modular approach to in-game

item attribution ties in with our approach to better workflow optimization

The inventory system organizes items using tags. This allows the user and us

to filter items by pressing these buttons you can also access other menus

by clicking these tab icons at the top of the inventory UI. As an example here's

the character sheet menu. It's here that your adventure will be laid out to you as

you progress into quests and side quests. The character stats will also be

available here. Things like health stamina and status effects to name a few

If we go back to the menu, you can see that we have actually programmed item

equipping and unequipping. The UI right will update accordingly and show

the player what items they are using. Of course some of the functionality is

incomplete most notably the information tab and the

drop button. While the equipping and unequipping

of items is complete I'm sure that you can see we're still yet to add the

visual aspect of character change when wearing clothing items for example

Heading into the world view you can see the camera position

changes depending on the situation in game. When you're walking around town the camera

will follow the player and remain static Take out your weapon however and the camera

will follow the players aiming crosshair.

When the player shoots we have implemented a camera shake effect to represent

firearm recoil and to give the players feedback. We feel this is vital in a 2D game

such as ours and as it provides the added functional use letting the player

know they're shooting. This goes hand in hand with the muzzle flash we have implemented.

The UI on the bottom right will tell the user how much ammo they have and how much the current weapon can hold.

When the firearm is empty, the bar will go back up to indicate to the user that they

have reloaded and are good to go. We've also worked on a time system. Time flows

as a user would expect it to but we have not tied this to a fully fledged

lightning system as of yet in its current state the game will present a

pitch-black overlay in a crude representation of night time. That's all for

this developer blog. We hope to bring you more Manifest Destiny news of feature

updates in the near future. Subscribe to this channel, join our discord, follow us

on Instagram, follow us on Facebook get involved with the community and if you

have any feedback that you like to leave just leave it in the comments or again

join our discord we're always looking for new people to chat with and share

this passion. We hope to see you next time, thank you!

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